(Abandoned) Super Toad Bros. X

Share your work-in-progress SMBX episode or browse and support others'.

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Pick World 3!

Poll ended at Mon Jun 01, 2020 1:18 pm

Yoshi Island (OLD)
0
No votes
Koopa Kingdom
1
50%
Red Goomba Palace
1
50%
 
Total votes: 2
Chanceux2
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(Abandoned) Super Toad Bros. X

Postby Chanceux2 » Fri Feb 21, 2020 4:42 pm

Image

Here are some videos for the new and improved Super Toad Bros. X UPDATE: Ok so I ended the poll because one its a tie so I'm gonna use code to pick random since its probably never gonna change
Image

UPDATE May 22, 2021: Attempting convert SMBX38A to SMBX2
Last edited by Chanceux2 on Sun Jul 24, 2022 2:32 pm, edited 52 times in total.

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Re: I'm working on super toad bros. x again

Postby FireyPaperMario » Fri Feb 21, 2020 7:12 pm

Question about the levels you displayed in the screenshots, are they made for Toad?

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Re: I'm working on super toad bros. x again

Postby Chanceux2 » Sat Feb 22, 2020 8:20 am

FireyPaperMario wrote:
Fri Feb 21, 2020 7:12 pm
Question about the levels you displayed in the screenshots, are they made for Toad?
Well yes! Thanks for asking. Actually all the levels are for toad except the 6th level

I have something to say... Im redesigning level 1 because if I don't then everyone would hate level 1.

Look at the old one
Image

And Look at the redesign I'm doing
Image

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Re: I'm working on super toad bros. x again

Postby CD20Superness » Sat Feb 22, 2020 10:32 pm

It looks better than the old one obviously. But are you willing to finish it?

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Re: I'm working on super toad bros. x again

Postby Chanceux2 » Sun Feb 23, 2020 9:44 am

CD20Superness wrote:
Sat Feb 22, 2020 10:32 pm
It looks better than the old one obviously. But are you willing to finish it?
Well I don't know. I don't have an release date yet. But right now I'm starting to complete it. So it's coming this year :? but I will tell you when it might come. This episode might come in late spring, early summer and late summer. Those are the times this episode might come

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Re: I'm working on super toad bros. x again

Postby Chanceux2 » Tue Feb 25, 2020 8:12 am

I have 8 more world's to do most having an release date. No there is no release date, but there more I finally completed world 2 and really soon I'll show you the new trailer I made :shock:
There is an indev verzion of the game that almost have an release date
Last edited by Chanceux2 on Sat Mar 07, 2020 10:29 pm, edited 1 time in total.

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Re: (TRAILER) I'm working on super toad bros. x again

Postby Chanceux2 » Sat Feb 29, 2020 1:10 pm

So yes I have a trailer/video for this. I Private the rest and I forget to post this in Feb 15, 2020
Here watch this: :|

Doesn't work? Use this https://www.youtube.com/watch?v=Cbpdxl8mqLk
Anyways does anyone have an graphic for the world map!?
Last edited by Chanceux2 on Sun Mar 15, 2020 10:21 pm, edited 1 time in total.

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Re: (TRAILER) I'm working on super toad bros. x again

Postby Teemster2 » Wed Mar 04, 2020 12:53 pm

Don't expect much from your first episode. Your still learning and as you make more levels you will get better. This is a good learning experience so just have fun and see if you can complete it. That's the biggest challenge. Most people can't do that.

Add in some background objects. Your levels could use some. That's the only advice I have for now.

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Re: (PLAYTHROUGH) I'm working on super toad bros. x again

Postby Chanceux2 » Sat Mar 07, 2020 4:36 pm

alright long time no see! I posted a playthrough of world 1! Now you can see The first parts of this episode in action!


It doesn't work?... yeah it doesn't work! Then use the link! https://www.youtube.com/watch?v=4bQ9Y_43FpU
Teemster2 wrote:
Wed Mar 04, 2020 12:53 pm
This is a good learning experience so just have fun and see if you can complete it. That's the biggest challenge. Most people can't do that.

Add in some background objects. Your levels could use some. That's the only advice I have for now.
Thanks. That was thankful
I can't believe I'm making it this far! It's my first episode and I'm already proud of myself. Im on World 5! 7 more worlds and we're good.
Completed worlds 1, 2, 3, and 4. need to finish 7 more

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Re: (DEMO RELEASE DATE) I'm working on super toad bros. x again

Postby Chanceux2 » Thu Mar 12, 2020 4:16 pm

World 1 to 4 Date: March 14, 2020

Demo canceled due to corrupt levels, files and MEGA.com (I think) can find the .zip file

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Re: (DEMO RESUMED) I'm working on super toad bros. x again

Postby Chanceux2 » Tue Mar 17, 2020 7:37 pm

Last edited by Chanceux2 on Sun Mar 22, 2020 8:59 am, edited 1 time in total.

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Re: (DEMO ENDING) I'm working on super toad bros. x again

Postby Chanceux2 » Fri Mar 20, 2020 9:10 am

April 1st. Because STBX Contest ends that time. Don't worry about the contest. It's barely possible
Last edited by Chanceux2 on Sat Mar 21, 2020 3:41 pm, edited 1 time in total.

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Re: (DEMO ENDING) I'm working on super toad bros. x again

Postby Cedur » Sat Mar 21, 2020 2:57 pm

In response to your second thread that you created despite advice not to:

can you just port the new screens over here?

Also what is that contest?

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Re: (DEMO ENDING) I'm working on super toad bros. x again

Postby Chanceux2 » Sat Mar 21, 2020 3:32 pm

Image

Image

Image

Image

Image

Forget about the contest. By the way I think the contest is BARELY possible

I completely forgot to show the playthrough of World 2. my bad :(
Last edited by ElectriKong on Sat Mar 21, 2020 4:26 pm, edited 1 time in total.
Reason: Merged Double Post

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Re: (Level Designer) I'm working on super toad bros. x again

Postby Chanceux2 » Sun Mar 22, 2020 8:59 am

Is someone here good at making levels? It would be helpful if you could make levels for Super Toad Bros. X

NOTE: Please don't send it here just PM it

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Re: (Level Designer) I'm working on super toad bros. x again

Postby BroccoliRampage » Tue Mar 24, 2020 11:54 pm

Nice!

I just finished playing World 1, and here's my conclusions.

Gameplay:

- First, a big thumbs up for focusing on implementing a basic gameplay rule, introducing a challenge, increasing that challenge and then a variation on it. It's enough enough to just throw stuff at the player haphazardly, but it's obvious you've taken the idea of introduction & escalation to heart. The levels aren't overly complex and instead offer an evolving series of obstacles.

- Playtest when combining elements you don't often see used together. For instance, the volcano lotus in the castle wasn't by itself an issue but the spike next to it seems to have a hitbox that extends too far to the left, that combined with the low ceiling, forces the player to jump over the lotus from too far away. The lotus' fireballs create a unique challenge that doesn't play well with both the low ceiling & the (accidental?) inability to get anywhere near to the plant to time one's jumps.

- Learn the term "Kaizo". An essential rule of gameplay is to avoid placing "surprises" where you know the player is going to encounter them while not in control. For instance, you added an invisible block over a pit precisely where you expect the player would need to jump. Avoid the temptation to create those kind of "haha gotcha" moments. Introduce a new challenge, let the player encounter it, and then offer variations upon it. Your goal is not to anger them. :) I personally think that's one reason the Sonic games always worked so well...it offers a means for you to encounter the evil buzzy/nasty thing, get hit, pop back up and adapt to it without it making you want to throw your Sega Genesis across the room.

- Other surprises are fine & welcome once the player is able to predict and look out for them. The pirahna plants coming out of the bushes was a nice touch, but you want to set up some kind of signal or cue the first time that's gonna happen, or time it to happen when the area first comes onto the screen, because you come upon them so suddenly. Learn by playing is good. Getting killed by a Charging Chuck, just for an example, is annoying the first time you try to jump over him and discover he's been rigged to shoot you with a fireball lol. It's for this reason Nintendo had a rule in place for the first Mario Bros game: you'll notice that at the start of each level, nothing is immediately in the frame that's an imminent danger, not until you've moved forward some. That's because they didn't want the player to be able to get hit until they demonstrated they were actively playing.

Technical stuff:

You may be aware of some or all of this.

The "story" level at the start locks up towards the end.
The warp pipe out of World 1 takes you to World 2 and then immediately sends you back.
Again, would check the hitbox on the spike in the Castle, if that's causing problems perhaps use a different obstacle.

I think this is an ideal start on a 1st world, difficulty is on par with SMB3 World 1, I'm looking forward to more (once I can get that tunnel to World 2 to work haha).

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Re: (Level Designer) I'm working on super toad bros. x again

Postby Chanceux2 » Wed Mar 25, 2020 11:06 am

BroccoliRampage wrote:
Tue Mar 24, 2020 11:54 pm
Nice!

I just finished playing World 1, and here's my conclusions.

Gameplay:

- First, a big thumbs up for focusing on implementing a basic gameplay rule, introducing a challenge, increasing that challenge and then a variation on it. It's enough enough to just throw stuff at the player haphazardly, but it's obvious you've taken the idea of introduction & escalation to heart. The levels aren't overly complex and instead offer an evolving series of obstacles.

- Playtest when combining elements you don't often see used together. For instance, the volcano lotus in the castle wasn't by itself an issue but the spike next to it seems to have a hitbox that extends too far to the left, that combined with the low ceiling, forces the player to jump over the lotus from too far away. The lotus' fireballs create a unique challenge that doesn't play well with both the low ceiling & the (accidental?) inability to get anywhere near to the plant to time one's jumps.

- Learn the term "Kaizo". An essential rule of gameplay is to avoid placing "surprises" where you know the player is going to encounter them while not in control. For instance, you added an invisible block over a pit precisely where you expect the player would need to jump. Avoid the temptation to create those kind of "haha gotcha" moments. Introduce a new challenge, let the player encounter it, and then offer variations upon it. Your goal is not to anger them. :) I personally think that's one reason the Sonic games always worked so well...it offers a means for you to encounter the evil buzzy/nasty thing, get hit, pop back up and adapt to it without it making you want to throw your Sega Genesis across the room.

- Other surprises are fine & welcome once the player is able to predict and look out for them. The pirahna plants coming out of the bushes was a nice touch, but you want to set up some kind of signal or cue the first time that's gonna happen, or time it to happen when the area first comes onto the screen, because you come upon them so suddenly. Learn by playing is good. Getting killed by a Charging Chuck, just for an example, is annoying the first time you try to jump over him and discover he's been rigged to shoot you with a fireball lol. It's for this reason Nintendo had a rule in place for the first Mario Bros game: you'll notice that at the start of each level, nothing is immediately in the frame that's an imminent danger, not until you've moved forward some. That's because they didn't want the player to be able to get hit until they demonstrated they were actively playing.

Technical stuff:

You may be aware of some or all of this.

The "story" level at the start locks up towards the end.
The warp pipe out of World 1 takes you to World 2 and then immediately sends you back.
Again, would check the hitbox on the spike in the Castle, if that's causing problems perhaps use a different obstacle.

I think this is an ideal start on a 1st world, difficulty is on par with SMB3 World 1, I'm looking forward to more (once I can get that tunnel to World 2 to work haha).
So you saying the World 1 pipe to World 2 is a problem? It works fine for me. I should change that just in case

Added in 8 hours 33 minutes 53 seconds:
Sneak Peek of World 7. (NOT A PLAYTHROUGH OF WORLD 7 IM NOT DONE WITH WORLD 7)



https://www.youtube.com/watch?v=hGC7L5kgKkA&t=15s

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Re: (Level Designer) I'm working on super toad bros. x again

Postby BroccoliRampage » Thu Mar 26, 2020 12:54 pm

Chanceux2 wrote:
Wed Mar 25, 2020 7:40 pm
BroccoliRampage wrote:
Tue Mar 24, 2020 11:54 pm
Nice!

I just finished playing World 1, and here's my conclusions.

Gameplay:

- First, a big thumbs up for focusing on implementing a basic gameplay rule, introducing a challenge, increasing that challenge and then a variation on it. It's enough enough to just throw stuff at the player haphazardly, but it's obvious you've taken the idea of introduction & escalation to heart. The levels aren't overly complex and instead offer an evolving series of obstacles.

- Playtest when combining elements you don't often see used together. For instance, the volcano lotus in the castle wasn't by itself an issue but the spike next to it seems to have a hitbox that extends too far to the left, that combined with the low ceiling, forces the player to jump over the lotus from too far away. The lotus' fireballs create a unique challenge that doesn't play well with both the low ceiling & the (accidental?) inability to get anywhere near to the plant to time one's jumps.

- Learn the term "Kaizo". An essential rule of gameplay is to avoid placing "surprises" where you know the player is going to encounter them while not in control. For instance, you added an invisible block over a pit precisely where you expect the player would need to jump. Avoid the temptation to create those kind of "haha gotcha" moments. Introduce a new challenge, let the player encounter it, and then offer variations upon it. Your goal is not to anger them. :) I personally think that's one reason the Sonic games always worked so well...it offers a means for you to encounter the evil buzzy/nasty thing, get hit, pop back up and adapt to it without it making you want to throw your Sega Genesis across the room.

- Other surprises are fine & welcome once the player is able to predict and look out for them. The pirahna plants coming out of the bushes was a nice touch, but you want to set up some kind of signal or cue the first time that's gonna happen, or time it to happen when the area first comes onto the screen, because you come upon them so suddenly. Learn by playing is good. Getting killed by a Charging Chuck, just for an example, is annoying the first time you try to jump over him and discover he's been rigged to shoot you with a fireball lol. It's for this reason Nintendo had a rule in place for the first Mario Bros game: you'll notice that at the start of each level, nothing is immediately in the frame that's an imminent danger, not until you've moved forward some. That's because they didn't want the player to be able to get hit until they demonstrated they were actively playing.

Technical stuff:

You may be aware of some or all of this.

The "story" level at the start locks up towards the end.
The warp pipe out of World 1 takes you to World 2 and then immediately sends you back.
Again, would check the hitbox on the spike in the Castle, if that's causing problems perhaps use a different obstacle.

I think this is an ideal start on a 1st world, difficulty is on par with SMB3 World 1, I'm looking forward to more (once I can get that tunnel to World 2 to work haha).
So you saying the World 1 pipe to World 2 is a problem? It works fine for me. I should change that just in case

Added in 8 hours 33 minutes 53 seconds:
Sneak Peek of World 7. (NOT A PLAYTHROUGH OF WORLD 7 IM NOT DONE WITH WORLD 7)



https://www.youtube.com/watch?v=hGC7L5kgKkA&t=15s
Yes. I looked at one of your gamesaves & it looks like you've added the pipe at the entry point of World 2 since then, so I'm guessing you instituted an instant warp when you placed it.

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Re: (Demo Patch Date) I'm working on super toad bros. x again

Postby Chanceux2 » Thu Mar 26, 2020 5:01 pm

BroccoliRampage wrote:
Thu Mar 26, 2020 12:54 pm
Chanceux2 wrote:
Wed Mar 25, 2020 7:40 pm


So you saying the World 1 pipe to World 2 is a problem? It works fine for me. I should change that just in case

Added in 8 hours 33 minutes 53 seconds:
Sneak Peek of World 7. (NOT A PLAYTHROUGH OF WORLD 7 IM NOT DONE WITH WORLD 7)



https://www.youtube.com/watch?v=hGC7L5kgKkA&t=15s
Yes. I looked at one of your gamesaves & it looks like you've added the pipe at the entry point of World 2 since then, so I'm guessing you instituted an instant warp when you placed it.
I'm gonna release a patch, when I do i'm pretty sure it will be fixed. That would come 2 days later so 3/28/2020
ver. 2020.13.3 Patch 1

Changelog
Spoiler: show
-Fixes World 1 pipe and World 2 pipe
-Change Mouser boss to Custom boss
-Fixes the water to world 3
Now this patch need A ton of improvements so Patch 2 will come on April 12, 2020

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Re: (Demo Patch 1 Released) I'm working on super toad bros. x again

Postby Chanceux2 » Sat Mar 28, 2020 1:17 pm

Like I said this needs A TON of Improvements

https://mega.nz/#!fuhSECpT!eqUrahurz6Ac ... RIHEJizGWs


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